Out of the question.  Valve doesn't do "3".  Come on, you guys know this.

From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of T Marler
Sent: Tuesday, August 14, 2012 10:22 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] TF MvM hosting questions

After working with our 3v3 koth stuff, I see a lot of 3's... HI VALVE

----- Original Message -----
From: Cameron Munroe 
<cmun...@cameronmunroe.com<mailto:cmun...@cameronmunroe.com>>
Date: Tuesday, August 14, 2012 11:21 am
Subject: Re: [hlds] TF MvM hosting questions
To: tmar...@shaw.ca<mailto:tmar...@shaw.ca>, Half-Life dedicated Win32 server 
mailing list <h...@list.valvesoftware.com<mailto:h...@list.valvesoftware.com>>

> Awww my idea went out........... Well now our idea.
>
>
> On 8/14/2012 10:20 AM, T Marler wrote:
> >What about less than 6? Say... 3 Saxton Hales?
> >
> >----- Original Message -----
> >From: Fletcher Dunn 
> ><fletch...@valvesoftware.com<mailto:fletch...@valvesoftware.com>>
> >Date: Tuesday, August 14, 2012 11:00 am
> >Subject: Re: [hlds] TF MvM hosting questions
> >To: Half-Life dedicated Win32 server mailing list
> <h...@list.valvesoftware.com<mailto:h...@list.valvesoftware.com>>, "Half-Life 
> dedicated Linux
> server mailing list 
> (hlds_linux@list.valvesoftware.com<mailto:hlds_linux@list.valvesoftware.com>)"
> <hlds_linux@list.valvesoftware.com<mailto:hlds_linux@list.valvesoftware.com>>>
> >> We will not have Steam group functionality tomorrow.
> >>
> >> You actually have to set maxplayers to 32 to host MvM (to make
> >> room for all the bots).  That's why the mode is expensive
> >> CPU-wise, to not only simulate all those players but run their
> >> AI logic as well.  We'll have more details on the
> >> recommended settings tomorrow.
> >>
> >> Regarding exactly what happens if a 24-player server switches to
> >> MvM:  I actually don't think we have worked that out yet.
> >>
> >> I'm pretty sure on day one there will be lots of people trying
> >> out all sorts of things.  Our approach to experimentation
> >> in MvM will be the same as in PvP: we encourage it, provided
> >> that players are opting in to any major deviations from the
> >> vanilla experience.  Our servers will all be configured
> >> vanilla, and the matchmaking will enforce the 6 player limit,
> >> and the server browser will be the primary means for players to
> >> find those sorts of customizations.  What will the most
> >> interesting customizations be?  What will the standard tags
> >> be used that we request server operators to set in order to help
> >> players find the modifications they want or avoid the ones they
> >> don't like?  We can't know that yet.  That's something
> >> we expect you guys and your players to figure out.
> >>
> >> I will hazard a guess that raising the player count well
> above 6
> >> would be detrimental the experience.  There ratio of humans
> >> to bots would be off and the human defending team would not have
> >> enough challenge.  (As an extreme example: imagine a 32-
> >> player server where everybody is defending an there are no
> >> bots.)  Exactly how far it can be raised above 6 without
> >> totally breaking the game is speculation of course.  I
> >> think a smart server operator will start out with the server
> >> configured relatively vanilla, and then watch how the game
> >> unfolds and listen to their players, and try to make smart
> >> decisions about which areas to experiment, rather than assuming
> >> the same sorts of adjustments your community prefers in PvP will
> >> automatically apply to this mode.  A fun co-op mode with
> >> more than six players is likely to require entirely new
> >> missions.  (The mission decides the pattern of enemy robots
> >> that come at you.)  We have purposefully made it easy for
> >> players to create their own missions.
> >>   (It's a lot easier than creating a whole new map!)
> >> But if you play with more than six players, with the missions
> >> we've made, I think the balance will be way off.
> >>
> >> - Fletch
> >>
> >> -----Original Message-----
> >> From: 
> >> hlds-boun...@list.valvesoftware.com<mailto:hlds-boun...@list.valvesoftware.com>
> >>  [mailto:hlds-
> >> boun...@list.valvesoftware.com<mailto:boun...@list.valvesoftware.com>] On 
> >> Behalf Of Saint K.
> >> Sent: Tuesday, August 14, 2012 4:51 AM
> >> To: Half-Life dedicated Win32 server mailing list
> >> Subject: Re: [hlds] TF MvM hosting questions
> >>
> >> Will we be able to restrict a MvM server to people in the
> >> steamgroup only, like in L4D2?
> >>
> >> Saint K.
> >> ________________________________________
> >> From: 
> >> hlds-boun...@list.valvesoftware.com<mailto:hlds-boun...@list.valvesoftware.com>
> >>  [hlds-
> >> boun...@list.valvesoftware.com<mailto:boun...@list.valvesoftware.com>] On 
> >> Behalf Of Fletcher Dunn
> >> [fletch...@valvesoftware.com]Sent: 14 August 2012 08:52
> >> To: Half-Life dedicated Win32 server mailing list; Half-Life
> >> dedicated Win32 server mailing     list
> >> (h...@list.valvesoftware.com)Subject<mailto:h...@list.valvesoftware.com)Subject>:
> >>  Re: [hlds] TF MvM hosting
> >> questions
> >> MvM matchmaking will be restricted to 6 players at launch.
> >>
> >> The matchmaking also supports joining games in progress to fill
> >> an empty slot, in which case of course the current map will not
> >> be changed.
> >>
> >> From: 
> >> hlds-boun...@list.valvesoftware.com<mailto:hlds-boun...@list.valvesoftware.com>
> >>  [mailto:hlds-
> >> boun...@list.valvesoftware.com<mailto:boun...@list.valvesoftware.com>] On 
> >> Behalf Of Agro
> >> Sent: Monday, August 13, 2012 11:40 PM
> >> To: Half-Life dedicated Win32 server mailing list
> >> Subject: Re: [hlds] TF MvM hosting questions
> >>
> >> Is MvM matchmaking going to be limited to 6 players or was the
> >> "6 players join, map changes" logic just an indicator of server
> >> behavior to expect?
> >> ----- Reply message -----
> >> From: "Fletcher Dunn"
> >>
> <fletch...@valvesoftware.com<mailto:fletch...@valvesoftware.com<mailto:fletch...@valvesoftware.com%3cmailto:fletch...@valvesoftware.com>>>To:
>  "Half-Life dedicated Linux server mailing list 
> (hlds_linux@list.valvesoftware.com<mailto:hlds_linux@list.valvesoftware.com<mailto:hlds_linux@list.valvesoftware.com%3cmailto:hlds_linux@list.valvesoftware.com>>)"
>  
> <hlds_linux@list.valvesoftware.com<mailto:hlds_linux@list.valvesoftware.com<mailto:hlds_linux@list.valvesoftware.com%3cmailto:hlds_linux@list.valvesoftware.com>>>,
>  "Half-Life dedicated Win32 server mailing list 
> (h...@list.valvesoftware.com<mailto:h...@list.valvesoftware.com<mailto:h...@list.valvesoftware.com%3cmailto:h...@list.valvesoftware.com>>)"
>  
> <h...@list.valvesoftware.com<mailto:h...@list.valvesoftware.com<mailto:h...@list.valvesoftware.com%3cmailto:h...@list.valvesoftware.com>>>
> >> Subject: [hlds] TF MvM hosting questions
> >> Date: Tue, Aug 14, 2012 06:39
> >>
> >> Here are some answers to questions regarding hosting MvM servers:
> >>
> >> * Players can join your server through any means they can join
> >> PvP games: the server browser, ad hoc joins, or the new
> >> matchmaking system (quickplay beta).
> >> * To accept matchmaking traffic, you must select which sort of
> >> traffic you want.  (Regular PvP traffic or MvM
> >> traffic.)  Set "tf_mm_servermode 2" to be placed in the
> MvM pool.
> >> * For MvM matchmaking, if 6 players are sent to your server to
> >> start a new game, it will switch to whatever map the players
> selected.>> * You will need a TF gameserver account to accept
> matchmaking traffic.
> >> * You can switch the server in and out of any matchmaking mode
> >> pool or back to any regular game mode at any time.
> >> * The CPU usage for a 6 player MvM game is about the same as for
> >> a regular TF server.  (Yep, this mode requires
> >> significantly more CPU cycles per player than the PvP mode,
> >> that's an unfortunate fact.)
> >>
> >> Given the surge of players that comes with any major release,
> >> and the player / server ratio of this game mode, the demand for
> >> MvM servers will probably be high.  We expect that a large
> >> number of players will want to try out the new mode, so we will
> >> be converting most of our servers to host MvM, and then adjust
> >> the allocation based on what players are playing.
> >>
> >> I, for one, DO NOT welcome our new robot overlords!
> >>
> >> - Fletch
> >>
> >> _______________________________________________
> >> To unsubscribe, edit your list preferences, or view the list
> >> archives, please visit:
> >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
> >>
> >> _______________________________________________
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> >> archives, please visit:
> >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
> >>
> >
> >
> >_______________________________________________
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